V-Disp and colouring test

Hi there,long time no image post.To change that here is a little test I did recently. After seeing and inspecting René'sManhattan Project.... uhm errrh Manhattan .tgd(thanks René) it dawned on me that I had never tried to apply an Alpha (Depth Grab) as Vector-Displacement. So I went ahead and did it.And while I was at it I tried to apply some colours with colour adjusted image masksas well.

Quote from: j meyer on August 07, 2019, 12:43:13 pmHi there,long time no image post.To change that here is a little test I did recently. After seeing and inspecting René'sManhattan Project.... uhm errrh Manhattan .tgd(thanks René) it dawned on me that I had never tried to apply an Alpha (Depth Grab) as Vector-Displacement. So I went ahead and did it.And while I was at it I tried to apply some colours with colour adjusted image masksas well.

For your convenience here is a comparison gif of another version.

That's pretty cool, and you don't get weird angling? Usually without actual R and B data the vector displacement will lean a direction.

Nice to see you again, Jochen! Great effect, looks like something organic.

The vdisp 'problem' is however still present. It's all displaced to left and up, at least the ribbons are. Can't see how the holes are done, separete normal displacement?I've used vdisp to get outcrops on many occasions (trying to avoid a compute terrain/normal), and if using any other than perlin, you get ridges on one side and billows on the other. The best way to get say billows on each side is to mask each side's vdsip by an angle mask, and use 4 vdisp shaders.But then it's easier to just add one compute terrain/normal

Indeed the vdisp 'problem' (weird angling) is still there in some places unfortunately,but nonetheless vdisp yields better results than normal displacement here. Loweredthe x and z values and upped the y to compensate a bit.A compute terrain/normal didn't help either.Ribbons/veins and holes are both done with the same tiling depth grab in one step.Only colours are done with 3 masks derived from the depth grab.Topmost ribbons,the smaller ones and the holes.

Indeed the vdisp 'problem' (weird angling) is still there in some places unfortunately,but nonetheless vdisp yields better results than normal displacement here. Loweredthe x and z values and upped the y to compensate a bit.A compute terrain/normal didn't help either.Ribbons/veins and holes are both done with the same tiling depth grab in one step.Only colours are done with 3 masks derived from the depth grab.Topmost ribbons,the smaller ones and the holes.

I wonder if you could use a twist and sheer to lean back the displacement.

It would tilt the whole lot. You could add a + or - color to the vdisp input, but that wouldn't remedy it really. What I said earlier; you'd basically need 4 vdisps in all different directions masked by those directions (normals).